Protoss Quest Control Mage – Across The Timeways by dust

Class: Mage - Format: raptor - Type: control - Season: season-140 - Style: ladder

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Deck Import

Mulligans

    The idea is to mix together the current mage packages (discover, protoss, armor) to pace the game and finish off with Colossus:

1.    Your discover cards should be well thought out so you can balance picking new discover cards or new protoss cards, besides being able to control the board as well;

2.    Photon Cannon is a priority from discover, because it speeds up Colossus twice as much as any other protoss card;

3.    Shield Battery is yet another priority. Don’t underestimate how much you can heal up when comboed together with Sleet Skaters. Had many games with 70+ total health;

4.    Your Quest reward should be seen as another delayer until Colossus, but feel free to win before that if the oportunity arrives;

5.    DO NOT USE Tidepool Pupil for a second quest, unless you are against a really slow deck (and even then, not really worth it). Pupils are far more valuable when enabling you to replay protoss cards. I’ve had games where the Quest weapon was instantly destroyed and all I thought was “that is mana being spent on something I dont care about, so this is tempo”. Try to play it with a Pocket Dimension if possible, but risking to overdraw a Colossus is ultra bad… Don’t be at 10 cards unless both of them are in hand.

6.    I used to play 2 Artificers, but I usually got to a point where I wished I had either a Blizzard to set up Colossus or some more value than plain healing. Consider the draw a minion and two copies of it if you don’t think you will need the control.

7.    Again, like in item “5”, your win condition is not the Quest. It is a secondary win condition, capable of holding the game for a while and sinergizes well by finding new protoss cards. If it wins by itself, good enough. Don’t die trying to get its value, tho, and it is better to hold it off if overdraw is a possibility.

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